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Changes to covert operations feature (by sevenfm): If the new skill setting COVERT_STRIPIFUNCOVERED is FALSE,
- we can only disguise successfully if we haven't been seen recently (last 3 turns) - disabled automatic clothes stripping when uncovered - redisguise automatically if spy haven't been seen by enemy recently and wears correct clothes git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8210 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-1
@@ -278,12 +278,15 @@ UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTe
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INT16 MaxNormalVisionDistance( void );
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UINT8 MinFlankDirections( SOLDIERTYPE *pSoldier );
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UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier );
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BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax = SEEN_3_TURNS_AGO );
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UINT8 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
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UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
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UINT8 CountFriendsFlankSameSpot( SOLDIERTYPE *pSoldier );
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UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent = NOWHERE );
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BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax = SEEN_3_TURNS_AGO );
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UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier );
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BOOLEAN AICheckFriendsNoContact( SOLDIERTYPE *pSoldier );
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BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );
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